Merge branch 'master_develop' of http://60.1.1.230/gaoxin/JL_Client into master_develop
commit
ce6c8c7871
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@ -109,8 +109,13 @@ function this.StateChange(isOpen)
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this.btnRecord:SetActive(isOpen and isJoin)
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this.btnTeamRank:SetActive(isOpen and isJoin)
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this.btnFightDetail:SetActive(isOpen and isJoin and baseData.battleState == TOP_MATCH_TIME_STATE.OPEN_IN_END)
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this.orggroup:SetActive(not isOpen and not isOver)
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this.Demons:SetActive(not isOpen and not isOver)
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-- this.orggroup:SetActive(not isOpen and not isOver)
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-- this.Demons:SetActive(not isOpen and not isOver)
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this.orggroup:SetActive(not isOpen or (isOpen and isOver))
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this.Demons:SetActive(not isOpen or (isOpen and isOver))
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if not isOpen or (isOpen and isOver) then
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this.FreshTeam()
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end
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end
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@ -40,6 +40,7 @@ end
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--被动技能表
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local passivityList = {
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--发动技能时,[a]的概率将[b]*[c]算作[d]计算
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@ -1562,7 +1563,7 @@ local passivityList = {
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-- buff.cover = true -- 可以叠加
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-- buff.clear = false -- 不可驱散
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-- role:AddBuff(buff)
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if skill and not skill.isAdd and defRole:IsDead() then
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if skill and not skill.isAdd and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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@ -1780,7 +1781,7 @@ local passivityList = {
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local ct = args[3]
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-- 释放技能后
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local onRoleHit = function(defRole)
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if defRole:IsDead() then
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if defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 0, BattlePropList[pro], f1, ct)
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-- buff.cover = true
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role:AddBuff(buff)
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@ -1984,7 +1985,8 @@ local passivityList = {
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local i1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target)
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if target:IsDead() and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false then
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LogError("target "..target.roleId .. " ".. target.star)
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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for i = 1, i1 do
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role:AddSkill(BattleSkillType.Normal, false, true, nil)
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end
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@ -2030,7 +2032,7 @@ local passivityList = {
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local f1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local treat = floor(BattleUtil.FP_Mul(role:GetRoleData(RoleDataName.MaxHp), f1))
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BattleUtil.CalTreat(role, role, treat)
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end
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@ -2219,7 +2221,7 @@ local passivityList = {
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local f1 = args[1]
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-- 释放技能后
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local buff = Buff.Create(role, BuffName.PropertyChange, 1, RoleDataName.Crit, f1, CountTypeName.Add)
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role:AddBuff(buff)
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end
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@ -2374,7 +2376,7 @@ local passivityList = {
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-- 击杀数量累加
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local OnRoleHit = function(defRole, damage, bCrit, finalDmg, damageType, skill)
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if skill and defRole:IsDead() then
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if skill and defRole:IsDead() and BattleUtil.CheckIsNoDead(defRole) then
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killNum = killNum + 1
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end
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end
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@ -2753,7 +2755,7 @@ local passivityList = {
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local dot = args[1]
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local f1 = args[2]
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local function onHit(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local maxHp = role:GetRoleData(RoleDataName.MaxHp)
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local value = floor(BattleUtil.ErrorCorrection(maxHp* f1))
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BattleUtil.ApplyTreat(role, role, value)
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@ -2888,7 +2890,7 @@ local passivityList = {
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local i1 = args[1]
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local onHit = function(target, damage, bCrit, finalDmg)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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role:AddRage(i1, CountTypeName.Add)
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end
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end
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@ -3209,7 +3211,7 @@ local passivityList = {
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local dt = args[2]
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-- 直接伤害后
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and not skill.isAdd and target:IsDead() then
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if skill and not skill.isAdd and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local list = RoleManager.Query(function(v) return v.camp ~= role.camp end)
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BattleUtil.SortByHpFactor(list, 1)
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local index = 0
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@ -3483,7 +3485,7 @@ local passivityList = {
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local f1 = args[1]
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local onRoleHit = function(target)
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if target:IsDead() then
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if target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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local target = RoleManager.GetAliveAggro(role)
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BattleUtil.CalDamage(nil, role, target, 1, f1)
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end
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@ -3767,7 +3769,7 @@ local passivityList = {
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[197] = function(role, args)
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local f1 = args[1]
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local onRoleHit = function(target, damage, bCrit, finalDmg, damageType, skill)
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if skill and skill.type == BattleSkillType.Special and target:IsDead() then
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if skill and skill.type == BattleSkillType.Special and target:IsDead() and BattleUtil.CheckIsNoDead(target) then
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BattleUtil.RandomAction(f1, function()
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role:AddRage(target.Rage, CountTypeName.Add)
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end)
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@ -341,6 +341,17 @@ function BattleUtil.ApplyDamage(skill, atkRole, defRole, damage, bCrit, damageTy
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return BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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end
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--检测是否有是金翅大鹏有不灭效果
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function BattleUtil.CheckIsNoDead(target)
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if target then
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return target:IsAssignHeroAndHeroStar(10086,10)==false and BattleLogic.BuffMgr:HasBuff(target,BuffName.NoDead)==false
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end
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return false
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end
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function BattleUtil.FinalDamage(skill, atkRole, defRole, damage, bCrit, damageType, dotType)
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if damage < 0 then damage = 0 end
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local finalDmg = defRole.data:SubValue(RoleDataName.Hp, damage)
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@ -27,7 +27,7 @@ function RoleLogic:Init(uid, data, position)
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self.uid = uid
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self.position = position
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self.roleData = data
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self.roleId=data.roleId
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self.data:Init(self, data.property)
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self.isDead = self:GetRoleData(RoleDataName.Hp) <= 0
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self.isRealDead = self.isDead
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@ -37,7 +37,7 @@ function RoleLogic:Init(uid, data, position)
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self.element = data.element
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self.professionId = data.professionId
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self.star = data.star or 1
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LogError("英雄uid".. self.roleId .." " .. self.star)
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self.shield:Clear() --护盾列表
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self.exCalDmgList:Clear() --额外计算伤害列表
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self.buffFilter:Clear() --buff屏蔽列表
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@ -219,8 +219,13 @@ function RoleLogic:RemovePropertyTransfer(index, tran)
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end
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end
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-- 是否为指定id,指定星级的英雄 by:王振兴 2020/07/29
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function RoleLogic:IsAssignHeroAndHeroStar(id,star)
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if self.roleId==id and self.star==star then
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return true
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end
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return false
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end
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function RoleLogic:AddBuff(buff)
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@ -265,7 +265,7 @@ function this.RefreshFightData(type)
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data.element = roleData.PropertyName
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data.professionId = roleData.Profession
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data.quality = roleData.Quality
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data.star = roleData.Star
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data.star = 10
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data.type = 1
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local paskill = string.split(role.passivity, "#")
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data.passivity = BattleManager.GetPassivityData(paskill) or {}
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@ -1303,8 +1303,9 @@ function this.TimeFormat()
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end
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--轮转活动,乾坤宝盒
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local info= ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
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if info then
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local dynamicAct = not not ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
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if dynamicAct then
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local info = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.FindFairy)
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info = info.endTime - PlayerManager.serverTime
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info = math.floor(info/86400)
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if ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) then
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@ -152,6 +152,10 @@ end
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--界面打开时调用(用于子类重写)
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function RoleListPanel:OnShow()
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--检测成员红点
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LogRed(" 检测成员红点 ")
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CheckRedPointStatus(RedPointType.Role)
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tarHero=HeroManager.GetAllHeroDatas()
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teamHero=FormationManager.GetWuJinFormationHeroIds(FormationTypeDef.FORMATION_NORMAL)
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this.isFirstOpen=true
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@ -133,7 +133,8 @@ function this:OnOpen(context)
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end
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-- 刷新显示状态
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self:RefreshBtnState()
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--检测成员红点
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CheckRedPointStatus(RedPointType.Role)
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end
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function this:RefreshBtnState()
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@ -59,7 +59,7 @@ namespace LJ_OptTools
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return ret;
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}
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public static bool ExtendTexture( string path)
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public static bool ExtendTexture(string path)
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{
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var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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var ti = AssetImporter.GetAtPath(path) as TextureImporter;
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@ -199,9 +199,9 @@ namespace LJ_OptTools
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}
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public static void SetTextureFormat( string path, bool useCrunched)
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public static void SetTextureFormat(string path, bool useCrunched)
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{
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if (string.IsNullOrEmpty(path)) return;
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if (string.IsNullOrEmpty(path)) return;
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var ti = AssetImporter.GetAtPath(path) as TextureImporter;
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if (ti == null)
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{
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@ -212,11 +212,24 @@ namespace LJ_OptTools
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{
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return;
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}
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if (ti.textureType == TextureImporterType.Sprite)
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{
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TextureImporterSettings tis = new TextureImporterSettings();
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ti.ReadTextureSettings(tis);
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if (tis.spriteMeshType != SpriteMeshType.FullRect)
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{
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tis.spriteMeshType = SpriteMeshType.FullRect;
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ti.SetTextureSettings(tis);
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AssetDatabase.WriteImportSettingsIfDirty(path);
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}
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}
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var pAndSetting = ti.GetPlatformTextureSettings("Android");
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var piPSetting = ti.GetPlatformTextureSettings("iPhone");
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var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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bool pot = Mathf.IsPowerOfTwo(tex.width) && Mathf.IsPowerOfTwo(tex.height);
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SettingPlantformTex(ti, pAndSetting, useCrunched,pot);
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SettingPlantformTex(ti, pAndSetting, useCrunched, pot);
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ti.SetPlatformTextureSettings(pAndSetting);
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SettingPlantformTex(ti, piPSetting, useCrunched, pot);
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ti.SetPlatformTextureSettings(piPSetting);
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@ -271,7 +284,7 @@ namespace LJ_OptTools
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}
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}
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if (filePaths.Count < 1) return;
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if (filePaths.Count < 1) return;
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for (int i = 0; i < filePaths.Count; i++)
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{
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@ -281,7 +294,7 @@ namespace LJ_OptTools
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, path
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, i * 1f / filePaths.Count
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);
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TextureSizeOptUtilities.ExtendTexture( path);
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TextureSizeOptUtilities.ExtendTexture(path);
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TextureSizeOptUtilities.SetTextureFormat(path, useCrunched);
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}
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AssetDatabase.Refresh();
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@ -296,27 +309,29 @@ namespace LJ_OptTools
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var guid = AssetDatabase.FindAssets("t:Texture", new string[] { "Assets/ManagedResources" });
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List<string> floders = new List<string>();
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int errorTexCount = 0;
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for (int i = 0; i < guid.Length; i++)
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{
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string id = guid[i];
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var path = AssetDatabase.GUIDToAssetPath(id);
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if (
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path.StartsWith("Assets/ManagedResources/Atlas")
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) continue;
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EditorUtility.DisplayProgressBar(
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string.Format("Check Texture({0}/{1})", i, guid.Length)
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, path
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, i * 1f / guid.Length
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);
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var floder = Path.GetDirectoryName(path);
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string.Format("Check Texture({0}/{1})", i, guid.Length)
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, path
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, i * 1f / guid.Length
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);
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var ti = AssetImporter.GetAtPath(path) as TextureImporter;
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if (ti == null)
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{
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//Debug.LogError("No TextureImporter:" + path);
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continue;
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}
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if (
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path.StartsWith("Assets/ManagedResources/Atlas")
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) continue;
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var floder = Path.GetDirectoryName(path);
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var tex = AssetDatabase.LoadAssetAtPath<Texture2D>(path);
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var pAndSetting = ti.GetPlatformTextureSettings("Android");
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@ -356,6 +371,46 @@ namespace LJ_OptTools
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EditorUtility.ClearProgressBar();
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}
|
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|
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|
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[MenuItem("Tools/图片优化/检查Material引用的图片", priority = 0)]
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public static void OnMenuItem_CheckMat()
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{
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var guid = AssetDatabase.FindAssets("t:Material");
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StringBuilder info = new StringBuilder();
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for (int i = 0; i < guid.Length; i++)
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{
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var path = AssetDatabase.GUIDToAssetPath(guid[i]);
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EditorUtility.DisplayProgressBar(
|
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string.Format("检查Material引用的图片({0}/{1})", i, guid.Length)
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, path
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, i * 1f / guid.Length
|
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);
|
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|
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var mat = AssetDatabase.LoadAssetAtPath<Material>(path);
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var shader = mat.shader;
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int pCount = ShaderUtil.GetPropertyCount(shader);
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for (int j = 0; j < pCount; j++)
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{
|
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if (ShaderUtil.GetPropertyType(shader, j) != ShaderUtil.ShaderPropertyType.TexEnv) continue;
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var pName = ShaderUtil.GetPropertyName(shader, j);
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var tex = mat.GetTexture(pName);
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var texPath = AssetDatabase.GetAssetPath(tex);
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var ti = AssetImporter.GetAtPath(texPath) as TextureImporter;
|
||||
if (ti == null) continue;
|
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if( ti.textureType == TextureImporterType.Sprite)
|
||||
{
|
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info.AppendFormat("{0} : {1} ->> {2}\r\n",path,pName,texPath);
|
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}
|
||||
}
|
||||
|
||||
}
|
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if( info.Length > 0)
|
||||
{
|
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Debug.Log(info.ToString());
|
||||
}
|
||||
|
||||
EditorUtility.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
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